Hey, I've just been trying out Motor2D with my LD33 game, had to make a couple of adjustments before it ran.
Now it freezes though as soon as I'm trying to eat people, I suppose that's a bug in Motor2D, so I thought you might be interested in the .love.

Can anyone tell me what touch device (mobile/tablet) support is like? I created a demo to test-drive touch, but it seems sporadic at best. It seems to register one or two click at best when lucky, then no response.

kbmonkey wrote:Can anyone tell me what touch device (mobile/tablet) support is like? I created a demo to test-drive touch, but it seems sporadic at best. It seems to register one or two click at best when lucky, then no response.

Just wondering, is all. Thanks

I tested this on my Lumia 920 running WP8.1. I only see a black box, regardless of wether I click or not.

I also found a few things that will be really hard to make 100% compatible,maybe somebody has some ideas what to do about that:

Emscripten's OpenAL implementation does currently not support setting the pitch of audio sources. I've checked the code and it would be relatively easy to fix that for static sources (I have some proof of concept code if someone is interested), but it will be a nice little headache to fix that for streaming sources (this is a problem with how the WebAudio API works).

Shaders: Depending on OS and browser, the GLSL compiler may be more or less pedantic about things. I've seen cases where GLSL that worked nicely on Linux broke on the same machine and browser on Windows. This has to do with the D3D backend that some browsers seem to use. There are other differences that are GLSL ES vs core GLSL related. These are the things I found so far:

GLSL ES does not allow floating point suffixes (so use 0.1 instead of 0.1f)

Joysticks. They are killing me. I get different results for every browser and OS and none is the same as in LÖVE. This has to do with emscripten's SDL2 port in conjunction with the HTML5 Gamepad API. Changes include but are not limited to:

The DPad may be a set of buttons on one browser, an axis on another browser and a hat in LÖVE.

Trigger buttons may be buttons or axes depending on browser.

The gamepad interface may map different buttons and axes than one might expect. Especially triggers may be binary (0/1) instead of float values in the given range.

That is pretty impressive progress! Great job! Have you tried contacting the Mozilla devs for the audio/gamepad issues? They were really helpful in porting Godot to Emscripten (can't remember the exact dev that helped but I can look it up if you want).

I'm on 0.10.0 but I just might try using this with 0.9.2 if I have the time for it